Accuracy: Difference between revisions

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'''Accuracy''' is an aspect of moves that determine how often they can hit their target. Accuracy currently can be any number between 30% and 100%, usually in multiples of 5.
{{move|Move accuracy}}
{{samename|in-battle stat|Statistic#Accuracy|Statistic → Accuracy}}
'''Accuracy''' (Japanese: '''めいちゅう''' ''accuracy'') is an aspect of [[move]]s that, in conjunction with the user's in-battle {{stat|accuracy}} stat and the target's {{stat|evasion}} stat, determines how reliable they can hit their target. Although the concept was introduced in [[Generation I]], a move's accuracy was not displayed until [[Generation III]].  


Many moves have an accuracy of "—%", indicating that they are exempt from accuracy calculations; usually because they affect no one but the user (and/or the partner in a [[Double Battle]]), or because they will never miss the target unless the target uses a move that grants invulnerability for the turn (such as {{m|Protect}}, or the first stage of {{m|Fly}} or {{m|Dig}}).
A move's accuracy can be any number from 1-100, reflecting the probability of the move being successful as a percentage (if neither {{stat|accuracy}} nor {{stat|evasion}} are modified in-battle). Currently, however, only multiples of 5 between 30 and 100 (inclusive) are used.


Accuracy can be increased by [[Ability|abilities]] or [[held items]], such as {{a|Compoundeyes}} raising the user's accuracy by 30%, {{a|Victory Star}} raising a Pokémon's accuracy by 10%, and the [[Wide Lens]] boosting accuracy by 10%.
Many moves have an accuracy of "—", indicating that they are exempt from regular accuracy calculations. Oftentimes, these moves affect no one but the user (and/or the partner in a [[Double Battle]]), or are simply intended to be {{cat|moves that cannot miss}} (unless the target has used {{cat|Moves with a semi-invulnerable turn|a move that grants it semi-invulnerability for a turn}} such as {{m|Fly}}).


===Formula for accuracy and evasion===
==1/256 miss glitch==
The probability that a move will hit is calculated as follows:
In the [[Generation I]] handheld games, moves with 100% accuracy had a chance to miss if neither accuracy nor evasion stats were modified. This was due to accuracy being internally stored as a single byte ranging from 0 to 255 (0 to FF in hexadecimal), and the probability of a move hitting being determined by comparing a randomly generated byte to the accuracy value, with the move hitting if it was less and missing if it was equal or greater. There was therefore a 1/256 chance of the randomly generated byte being equal to 255, which could never be less than even the highest possible accuracy value, causing moves intended to be 100% accurate to miss 1/256 of the time and yielding an effective accuracy of about 99.6%. This bug also applied to secondary effects such as {{status|poison}} or {{status|paralysis}},{{fact}} as well as [[critical hit]]s. (It was not possible to replace the "less than" check with a "less than or equal to" check, as this would enable any of these events with an accuracy value of 0 to succeed 1/256 of the time when the random byte was equal to 0.) {{m|Swift}} was unaffected, as its effect automatically skips all accuracy checks (including the invulnerability effects of {{m|Fly}} and {{m|Dig}}) and thus truly has 100% accuracy.


[[File:Accuracy_calc.png]]
The bug was partially fixed in {{g|Stadium}} by allowing the move to hit if the random byte was either less than the accuracy value or exactly equal to 255; this fix effectively causes every move in the game to hit 1/256 more often than indicated. The fix did not apply to critical hits, which were still capped at a 255/256 probability. It was further fixed in [[Generation II]], which removed this extra check and instead allowed moves calculated to have 100% accuracy (after applying all modifiers) to skip the random byte generation entirely. However, this did not apply to {{m|Protect}}, which still has a 1/256 chance to fail when used for the first time. All 1/256-related bugs were finally resolved in [[Generation III]], where move accuracies are stored as a number from 0 to 100, and the game performs a "less than or equal to" check on a random integer from 1 to 100.


Where:
==In the Pokémon Mystery Dungeon series==
*''A<sub>base</sub>'' is the base accuracy of the move (in percent - e.g. a base accuracy of 95 is counted as 0.95),
{{incomplete|section|needs=How accuracy is represented in Gates to Infinity and information on Blazing, Stormy and Light}}
*''Accuracy'' is the current Accuracy stat of the user (in percent - e.g. raising accuracy by three stages raises this number to 2), and
[[File:Move Summary PSMD.png|thumb|right|Accuracy indicated by a blue bar in Pokémon Super Mystery Dungeon]]
*''Evasion'' is the current Evasion stat of the target (in percent - e.g. lowering evasion by two stages lowers this number to 0.6).
In the Pokémon Mystery Dungeon series until {{g|Mystery Dungeon: Gates to Infinity}}, accuracy was instead called "Hit Ratio" and displayed with a number of stars instead of a numerical value. More stars indicated a higher accuracy. For example, {{m|Scratch}} had a Hit Ratio of [[File:PMD Star IV.png]][[File:PMD Star IV.png]][[File:PMD Star IV.png]][[File:PMD Star IV.png]][[File:PMD Star IV.png]][[File:PMD Star IV.png]][[File:PMD Star IV.png]]. Hit Ratio did not always correlate with accuracy from the main series. For instance, some moves such as {{m|Scratch}} and {{m|Crunch}} which share the same accuracy in the main series had different Hit Ratios (or vice versa).


If P is greater than 1, the move will surely hit. In a 2-on-2 battle, it is possible for a move that targets multiple Pokémon to hit some and miss others - the probabilities are calculated individually for each Pokémon.
The term "accuracy" started to be used from {{g|Mystery Dungeon: Gates to Infinity}}.  


===Trivia===
In {{g|Super Mystery Dungeon}}, accuracy is displayed as a blue bar in the move summary. Unlike previous games, the [[Statistic|Speed]] stat is used as an accuracy modifier; the higher speed a Pokémon has, the more likely its moves will be to hit.
* In the [[Generation I]] games, even moves with a 100% accuracy would miss once in a great while for seemingly no reason whatsoever.  This was due to accuracy being internally calculated as a fraction of 256, when the highest internal accuracy a move could posess was 255 (FF in hexadecimal, and the highest value expressible in a single byte), yielding an accuracy of 99.6%.  This also applied to secondary effects such as poison or paralysis, but it was resolved in [[Generation II]].
* It was not possible to view a move's accuracy in-game until [[Generation III]].


==See also==
In the Mystery Dungeon series, there are several ways of increasing the accuracy of moves. Much like in the core series games, Abilities such as {{a|Compound Eyes}} boost the accuracy of moves. Additionally, beginning from Gates to Infinity, moves can be {{DL|Pokémon Mystery Dungeon: Gates to Infinity|New mechanics|ranked up}} when they are used over time, which will also increase the move's accuracy. The increase is permanent and will carry over to other teammate's with the same move. Items such as {{DL|Gates to Infinity exclusive items|Items that affect moves|Accuracy Manual}}s{{sup/md|GTI}} or {{DL|Health drink|List of health drinks|Accuracy Drink}}s{{sup/md|SMD}} can also permanently increase accuracy. Certain [[emera]]s can also increase accuracy when added to [[looplet]]s.
*[[Stats#Accuracy|Accuracy stat]]


[[Category:Moves|*]]
==In other languages==
{{langtable|color={{physical color}}|bordercolor={{physical color light}}
|zh_yue=命中率 ''{{tt|Mihngjung-leuht|Hit rate}}''
|zh_cmn=命中率 ''{{tt|Mìngzhòng-lǜ|Hit rate}}''
|fr=Précision
|de=Genauigkeit
|it=Precisione
|ko=명중 ''Myeongjung''
|es=Precisión
}}
{{-}}
{{Project Games notice}}
 
[[Category:Game mechanics]]


[[de:Attackengenauigkeit und Trefferchance]]
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[[it:Precisione]]
[[it:Precisione]]
[[pl:Accuracy]]
[[pl:Accuracy]]
[[zh:命中率]]